using System;
using System.Collections;
using Server.Network;
using Server.Items;
using Server.Multis;

namespace Server.Items
{
public class YardItem : Item
{
public Mobile m_Placer;
public int m_Value = 0;

[CommandProperty( AccessLevel.GameMaster )]
public Mobile Placer
{
get{ return m_Placer; }
set{ m_Placer = value; }
}
[Constructable]
public YardItem( Mobile from, int id, Point3D loc, int price)
{
m_Value = price;
Movable = false;
MoveToWorld( loc, from.Map );
m_Placer = from;
Name = from.Name + "'s Yard";
ItemID = id;
Light = LightType.Circle150;
}

public YardItem( Serial serial ) : base( serial )
{
}

public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 0 ); // version
writer.Write( m_Placer );
writer.Write( m_Value );
}

public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
m_Placer = reader.ReadMobile();
m_Value = reader.ReadInt();
}

public override void OnDoubleClick( Mobile from )
{

if( m_Placer == null || m_Placer.Deleted )
m_Placer = from;

if( from.InRange( this.GetWorldLocation(), 10 ) )
{
if( m_Placer == null || from == m_Placer || from.AccessLevel >= AccessLevel.GameMaster )
{
Container c = m_Placer.Backpack;
Gold t = new Gold( m_Value );
if( c.TryDropItem( m_Placer, t, true ) )
{
this.Delete();
m_Placer.SendMessage( "The item disolves and gives you a refund" );
}
else
{
t.Delete();
m_Placer.SendMessage("For some reason, the refund didn't work! Please page a GM");
}
}
else
{
from.SendMessage( "Stay out of my yard!" );
}
}
else
{
from.SendMessage( "The item is too far away" );
}
}
}
}

